We really want to avoid having to build “workers” or some other construction unit to build out of city improvements. But at the same time, we’d like it to be more interesting than simply clicking “build road to city X”.
What do you think?
Quoting Leto2626, reply 274Quoting Sir_Linque, reply 272I like the automatic road system, but Inns should really work as road magnets. If there is a inn along the road between two cities, the road would make a slight detour in order to go by the inn. I seriously also love the idea of inns only spawning along roads after some have begun to form.This last idea is epic if you ask me, wouldn't that be awesome !
That would require a massive change to Inns as they are setup in game now though. They spawn on the map at the start, before any towns are built, let alone 2 that can be caravaned together.
There sheer #'s, when you advance in Adventure Tech, would create a mess of zigzagged roads all over hells creation.
The ability to lay down roads, using Nodes for directional changes, would provide the player the tool needed to place any road where they like.
Not likely for 1.0 but perhaps a MOD might allow for that...
Has a final determination been made on this?
"I haven't been able to get caravans, sadly"
Given that the Road system has been overhauled once already, and that Beta 4 is 2.5 days away, and lock down is imminent, I would venture to guess, yes it is what it is for now.
I would love to be wrong as I proposed the Node idea way back but alas. My heart flutters still with thoughts of creating Roads with Nodes.
For my money, I'd like to be able to connect any two points on the map with a simple point and click. No builder units, but the cost of the road, when laid out, comes in turns, gold and materials, (eventually, of course, clay and stone). Animations of little workers doing that job is fine, as long as I don't have to manage them. Once done, you click on the road to upgrade it (dirt to tile, tile to stone, stone to magical stone (uses crystals), all with increasing costs of time, gold, and resources.
It doesn't go into a build queue of a given city, it comes off your national resources (hence, no cost of people, which are city resources). During attack, you can destroy a section of road by doing damage to it once a given warfare tech has been earned (one above fortify, maybe).
Costs are calculated on a per square basis, but you can draw the road, and have a HUD that gives you the cost of your current sketch in real time.
Using units to do it doesn't seem like a good idea; too much detail.
I would also like to vote: Please don't have the roads just "appear". I've always very much disliked the look and feel of buying a road (or railroad) and *bam*, it appears. It's pretty unrealistic, and can create some crazy cheesy tactics too.
I don't consider it a massive change.
So you want Roads to "adjust" to the new Inns as they appear? What if that "adjustment takes it through a Troll Cave? Would it need to be "re-adjusted" to avoid that type of scenario?
What? No the roads shouldn't adjust when new inns appear. New inns could be spawned along roads. Roads could just prefer to go by existing inns if some happen to be between the two cities. It's just an idea. The other one, about new inns spawning along roads is the one I like more (and would be easier to implement), anyway.
Emphasis. Worked too. I would still prefer, if we had a choice, to place roads ourselves but that seems unlikely at this time.
My 2cents, however late in the disucssion this is, are that:
-Roads follow trade routes and are created by trade, initially as a rough track or muddy path. If you are doing away with caravans and not requiring the player to set up trade routes as they did with caravans, roads/trade-routes should appear as an auto-generated shortest route link between cities, and be no more than a rough track.
-The player should be given the choice about upgrading and maintaining their roads. Muddy tracks are cheap, but slow and slower in winter/autumn/rain. Paved roads are fast but expensive to build and maintain.
-The player upgrades their roads from muddy tracks to paved roads (and anything in between or above) through the city build screen. This will upgrade all roads in that city's area of influence (and possibly any areas of influence contiguous/overlapping to the target city's).
-Roads can only be upgraded if they lie within the city/faction's area of influence. A stretch of road on tiles outside of the area of influence will not be able to be upgraded.
-Inns, and any other type of road/trade features follow trade routes. Inns gravitate to roads, with a preference to heavily used roads and intersections.
This may have been mentioned already.
Roads would be created automatically once one of them hits a certain level and would then improve as the two end-point cities improved.
At a city of level 2 you get a basic path or track, if you have one city of level 3 and the other of level 2, it would improve until you have both cities at level 5 and get the best road possible.
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